See, in my own not-so-humble opinion, going the 'small = agile' route is as much if not more of a cop-out (especially as, as Natalie mentioned, size does not actually = speed) and still doesn't explain the particular extreme case of Lalafel warriors, where such an explanation is completely irrelevant. Given that these things exist and are quite relevant in the universe, it follows that there must be something resembling a plausible in-universe explanation for it all.
Furthermore, trying too hard to separate game mechanics from the game universe results in mechanical dissonance with the game world, and we really, really don't want that. There's good reason why aether has inextricably been linked to the game's death mechanics (i.e. warriors of light don't return to the aetheric realm when they die thanks to Hydaelyn's blessing, instead returning to their home anchor point) rather than simply being handwaved as a game mechanic.
Mind you, there are definitely some things I just accept as part of the game mechanics, like most of a player character's ability being tied directly to gear rather than internal ability, but that can be explained away as an abstraction for the sake of progression mechanics, since your character would logically be getting stronger after facing ever more implacable foes. Gear serves as a useful stand-in for this since you can switch out pieces to change your stat makeup for different scenarios, something a more permanent progression option would not allow.
But Lalafel warriors still exist. And you have to be able to explain that in some way other than "oh, you know, they're just harder to hit", which of course doesn't explain anything since they'd still be tiny little people hitting as hard with an axe as a freakin' Roegadyn.
Furthermore, trying too hard to separate game mechanics from the game universe results in mechanical dissonance with the game world, and we really, really don't want that. There's good reason why aether has inextricably been linked to the game's death mechanics (i.e. warriors of light don't return to the aetheric realm when they die thanks to Hydaelyn's blessing, instead returning to their home anchor point) rather than simply being handwaved as a game mechanic.
Mind you, there are definitely some things I just accept as part of the game mechanics, like most of a player character's ability being tied directly to gear rather than internal ability, but that can be explained away as an abstraction for the sake of progression mechanics, since your character would logically be getting stronger after facing ever more implacable foes. Gear serves as a useful stand-in for this since you can switch out pieces to change your stat makeup for different scenarios, something a more permanent progression option would not allow.
But Lalafel warriors still exist. And you have to be able to explain that in some way other than "oh, you know, they're just harder to hit", which of course doesn't explain anything since they'd still be tiny little people hitting as hard with an axe as a freakin' Roegadyn.